Art of Fighting 3/System

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  • Spirit: This is the green meter below your health bar. In order to use special moves or supers, you need to spend Spirit. Specials are almost always 25% cost, and SDMs all cost 75%. You can recharge Spirit by either blocking hits or manually charging back up by holding down any button.
  • Taunts: Pressing D initiates a Taunt, where you decrease your opponent's Spirit. How long the taunt goes for determines how much Spirit is reduced. It is not until the Taunt is either interrupted or cancelled that the Spirit is reduced, a big (and important) departure from the previous AOF games where Spirit was depleted as soon as you pushed. You can cancel taunts manually and still give a Spirit reduction. To cancel an attack, do any other action like moving, jumping, or attacking and you will cancel the taunt. You can also cancel into the Taunt itself from a backdash and forward dash, however this will stop you in your tracks. Maybe there's some funky movement options you could get out of this, but as it stands it might only be useful as a troll on the opponent. If you're Wyler (who is banned), his backdash will still travel the full distance even if you Taunt, since he hops backwards instead.
  • Desperation: When a player's health reaches 20% or less, their character will begin blinking red to indicate they can use their SDM, or Super Desperation Move. This move can be used an indefinite amount of times so long as you have the Spirit to expend for it. This however also leaves them vulnerable to Ultimate KOs. Desperation also gives a very slight damage boost as well.
  • Ultimate KO: If you land a super on an opponent with ~20% health or less, you win the game regardless of round count. This is also the reason the game follows a FT3 format in tournaments.
  • Recovery: Roll the stick clockwise relative to character direction. If you face right, roll stick clockwise to tech faster. If you face left, roll the stick counter-clockwise. It might also help to press Down + ABC together if you're struggling to get the timing of the 360 circle. Perfect techs are possible, but incredibly difficult to time.
  • Projectiles: Projectiles act like they do in any other fighting game, but in Art of Fighting 3, you can nullify projectiles by punching them similar to how you can nullify a fireball with another fireball. Just about any attack can nullify projectiles, but we believe that Ryo and Robert's Haoh Shou Kou Ken fireballs have some armor to withstand some attacks. Maybe Wyler too.
  • Launching: Some moves will launch the opponent up into the air by themselves, opening the room up for a juggle combo. Some moves, however, will launch on counter hit. Crouching will nullify some launchers if they are "wrong blocked." Cross up attacks can also Counter Hit launch when they hit, but whether it is possible to combo off of them is a mystery.
  • Wrong Blocking: Wrong Blocking is a very unusual mechanic in Art of Fighting 3. As mentioned by the Launching mechanic, Crouching will nullify some launchers as a result of this mechanic, and instead of being launched, the opponent will be put into a Stagger state where they step backwards and are open for combo-ability, but the window for a follow up is pretty strict. The way it works, if you are crouching (2), but not holding downback (1), the move will still play out as normal, but if you are holding downback (1), then the move properties change. This also applies to standing block, when a low is blocked with 4 instead of 1. We have yet to truly discover how this affects the game as a whole other than maybe getting a combo setup.
  • Gravity: When characters are launched, they will have a certain "gravity" to them that makes it so they fall slightly faster or slower. However, this is a very slight difference and whether it truly matters or how it affects the game as a whole has yet to be seen. Its effects can be felt as you play, though, as for what little we know about the "gravity," we do know it is the reason character specific combos exist. It basically affects a character's jugglability, if nothing else.
  • Gravity Weights Per Character
  • Heavy: Jin, Ryo
  • Medium: Kasumi, Robert, Karman, Sinclair, Wang
  • Light: Lenny, Rody, Wyler
  • Counter Hits/Trades: Whenever an attack connects as a counter hit (mostly normals), the opponent will automatically be sent into a juggle state after the counter hit, regardless of the scenario. Opponents will be launched either low or high, depending on what attack the opponent used. As with any juggle state, combos are possible from this, but the juggle system itself is unchanged. If both players trade, then the game will pause briefly and, because they are both considered counter hits, both players are launched up into the air. Same rules apply where both players are launched to a certain height. The aftermath of these exchanges are a reset of neutral, but depending on how fast a player recovers, or the launch height they got, it's possible for that player to rush in closer to their opponent.


  • Unblockable Setups: If you're playing one of the 5 characters with an unblockable super, it is possible to do unblockable setups off of knockdown. Unblockable setups take place when the player knocks the opponent down, and as the opponent is about to wake up, the player then starts their super. Because of the super's long active frames, and the opponent only able to recover in the same spot or with a low attack on wakeup, the super's active frames will catch the opponent the immediate frame they are standing again. It is even possible to do after a Pursuit, but the window is tighter and the opponent has a slight chance to counter back on wakeup.
  • Characters with unblockable supers: Ryo, Robert, Lenny, Karman, Wang

Training Mode